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fix warning in rocketexplosion
[supertux.git]
/
src
/
badguy
/
badguy.cpp
diff --git
a/src/badguy/badguy.cpp
b/src/badguy/badguy.cpp
index
3754414
..
690e97a
100644
(file)
--- a/
src/badguy/badguy.cpp
+++ b/
src/badguy/badguy.cpp
@@
-1,7
+1,7
@@
#include <config.h>
#include "badguy.h"
#include <config.h>
#include "badguy.h"
-#include "camera.h"
+#include "
object/
camera.h"
static const float SQUISH_TIME = 2;
static const float X_OFFSCREEN_DISTANCE = 1600;
static const float SQUISH_TIME = 2;
static const float X_OFFSCREEN_DISTANCE = 1600;
@@
-10,6
+10,7
@@
static const float Y_OFFSCREEN_DISTANCE = 1200;
BadGuy::BadGuy()
: sprite(0), dir(LEFT), state(STATE_INIT)
{
BadGuy::BadGuy()
: sprite(0), dir(LEFT), state(STATE_INIT)
{
+ hitpoints = 1;
}
BadGuy::~BadGuy()
}
BadGuy::~BadGuy()
@@
-24,8
+25,11
@@
BadGuy::draw(DrawingContext& context)
return;
if(state == STATE_INIT || state == STATE_INACTIVE)
return;
return;
if(state == STATE_INIT || state == STATE_INACTIVE)
return;
-
- sprite->draw(context, get_pos(), LAYER_OBJECTS);
+ if(state == STATE_FALLING) {
+ sprite->draw(context, get_pos(), LAYER_OBJECTS, VERTICAL_FLIP);
+ } else {
+ sprite->draw(context, get_pos(), LAYER_OBJECTS);
+ }
}
void
}
void
@@
-78,7
+82,7
@@
BadGuy::active_action(float elapsed_time)
}
void
}
void
-BadGuy::inactive_action(float
elapsed_time
)
+BadGuy::inactive_action(float )
{
}
{
}
@@
-94,7
+98,7
@@
BadGuy::collision(GameObject& other, const CollisionHit& hit)
return collision_solid(other, hit);
BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
return collision_solid(other, hit);
BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
- if(badguy)
+ if(badguy
&& badguy->state == STATE_ACTIVE
)
return collision_badguy(*badguy, hit);
Player* player = dynamic_cast<Player*> (&other);
return collision_badguy(*badguy, hit);
Player* player = dynamic_cast<Player*> (&other);
@@
-115,7
+119,7
@@
BadGuy::collision(GameObject& other, const CollisionHit& hit)
}
HitResponse
}
HitResponse
-BadGuy::collision_solid(GameObject&
other, const CollisionHit& hit
)
+BadGuy::collision_solid(GameObject&
, const CollisionHit&
)
{
return FORCE_MOVE;
}
{
return FORCE_MOVE;
}
@@
-128,21
+132,29
@@
BadGuy::collision_player(Player& player, const CollisionHit& hit)
return ABORT_MOVE;
}
if(hit.normal.y > .9) {
return ABORT_MOVE;
}
if(hit.normal.y > .9) {
+ //TODO: fix inaccuracy (tux sometimes dies even if badguy was hit)
+ // give badguys some invincible time (prevent them from being hit multiple times)
+ // use hitpoints also when hit by fireball or invincible tux
+ hitpoints--;
if(collision_squished(player))
return ABORT_MOVE;
if(collision_squished(player))
return ABORT_MOVE;
+ else if (hitpoints <= 0) {
+ player.kill(Player::SHRINK);
+ return FORCE_MOVE;
+ }
}
player.kill(Player::SHRINK);
return FORCE_MOVE;
}
HitResponse
}
player.kill(Player::SHRINK);
return FORCE_MOVE;
}
HitResponse
-BadGuy::collision_badguy(BadGuy&
other, const CollisionHit& hit
)
+BadGuy::collision_badguy(BadGuy&
, const CollisionHit&
)
{
return FORCE_MOVE;
}
bool
{
return FORCE_MOVE;
}
bool
-BadGuy::collision_squished(Player&
player
)
+BadGuy::collision_squished(Player& )
{
return false;
}
{
return false;
}
@@
-152,6
+164,7
@@
BadGuy::kill_squished(Player& player)
{
SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(),
player.get_pos());
{
SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(),
player.get_pos());
+ physic.enable_gravity(true);
physic.set_velocity_x(0);
physic.set_velocity_y(0);
set_state(STATE_SQUISHED);
physic.set_velocity_x(0);
physic.set_velocity_y(0);
set_state(STATE_SQUISHED);
@@
-161,10
+174,11
@@
BadGuy::kill_squished(Player& player)
void
BadGuy::kill_fall()
{
void
BadGuy::kill_fall()
{
+ SoundManager::get()->play_sound(IDToSound(SND_FALL), this,
+ Sector::current()->player->get_pos());
physic.set_velocity_y(0);
physic.enable_gravity(true);
set_state(STATE_FALLING);
physic.set_velocity_y(0);
physic.enable_gravity(true);
set_state(STATE_FALLING);
- remove_me();
}
void
}
void
@@
-185,11
+199,14
@@
BadGuy::set_state(State state)
break;
case STATE_INACTIVE:
// was the badguy dead anyway?
break;
case STATE_INACTIVE:
// was the badguy dead anyway?
- if(laststate == STATE_SQUISHED || laststate == STATE_
SQUISHED
) {
+ if(laststate == STATE_SQUISHED || laststate == STATE_
FALLING
) {
remove_me();
}
flags |= FLAG_NO_COLLDET;
break;
remove_me();
}
flags |= FLAG_NO_COLLDET;
break;
+ case STATE_FALLING:
+ flags |= FLAG_NO_COLLDET;
+ break;
default:
break;
}
default:
break;
}